Thursday, September 21, 2017

Here's a bunch of spells with names a computer wrote

I found a tumblr post that has a bunch of spell names a computer wrote. The spells are nonsense words the writer dismisses, and after a few iterations the computer starts writing more normal 4e sounding spells. I like the originals better. I will turn them into spells.

(OP here


Casting time: 10 minutes
Duration: 24 hours
Area: A circle 300' wide extending to the sky
Requirement: The caster must be able to see the sky

A cursed and stony hill, where generations brought their children to be sacrificed in the name of the beast or spirit said to live beneath it. The stones on the hill are stained with the blood of children, a pebble is dark or black, there are dark stains on the boulders, there are charred spots too. Dig and there are bones. The people who did this were killed in crusade but alone parents will still come time to time and get the blessing of the god who lives under Wome on Frr. You may go there if you desire. But this spell conjures only the sky over Wome on Frr.

First the air becomes dry. All clouds depart, rain and storms cease, fogs are burned away, though not magical fogs. If daytime, the temperature is too warm, if night, the temperature is too cold. The sky looks dusty and the haze is thick up there. Flying animals will desire to quickly leave or take shelter close to the ground, other animals will also seek to not see the sky. Metal will rust and weaken within 8 hours. Small biting flies will appear, soon they will be everywhere. Wounds bleed freely if exposed to the air, each time a person is wounded they must save against Constitution or take 1d4 Constitution damage, all Medicine checks are performed with disadvantage, and magical healing has a 50% chance of failing. If murder is done, the murderer will become immune to Fear for 8 hours. Flies will enter fresh corpses through their nostril or mouth, it is said this is one way the beast takes the soul, those killed here cannot be recovered.

A Speak with Dead spell or anything similar will cause the caster to be overwhelmed by the children, they are stunned for 1 minute.


Duration: Permanent or until dispelled
Casting time: 1 minute
Target: A willing creature touched

This spell causes the next object touched to the person to be able to slide in freely and socket there, and when the object is removed the mold will remain in their flesh without damaging them. In this way can be made secret pockets and other hollow spaces. Too much of the Eser Wold will cause a person's frame to weaken, it is possible to sever a person if care is not kept.


Casting time: One action
Duration: 1 minute
Range: 100'

This spell will command a hostile object. Any object which is being wielded to cause harm to the caster, or which has the potential to do so, may be targeted thus. It is allowed a Charisma save with the bonus of anyone wielding it, if no one wields it roll 3d6 for the object's Charisma. If it fails, it is under the thrall of the caster, and will not harm the caster--weapons will miss, spells will not function, traps will not discharge, and so on. Once per round the caster may issue a one-sentence command and the object will comply to the best of its ability until the spell is complete.


Duration: 8 hours
Area: Up to a 50 foot cube

The lelent warder appears as if lit by moonlight. It generally takes the form of falling dust, though sometimes it will be a cat that stalks the area, and sometimes will be a young boy who watches carefully. The spell is simple and cruel, a living creature that enters the area is mangled by the force of the lelent warder. They must make a Dexterity save or suffer 8d8 damage from crushing and twisting, on success they escape with half damage but on failure they remain caught in the grip of the lelent warder, as if grappled, and must escape or save again on the following round. The lelent warder grapples with a bonus of 15. Only one creature at a time will be in the grasp of the lelent warder. After killing, it is sated, and will be peaceable for the rest of its duration.


Saving throw: Intelligence
Target: 1d6 sentient creatures within 30'
Duration: Permanent

The cleater seefen is an insolveable riddle, it is a labyrinth with no exit or center, it is one of the powerful curses. When uttered, those who hear it are bound to attempt to solve it. Those who succeed on the saving throw will be able to communicate this, no one they meet can be affected by the cleater seefen. While those who fail are driven to conspiracy, they seek only to solve it, their days are spent in obsession. Every week they lose 1d4 Wisdom points. The first week it is only a hobby, they try to keep it secret, they devote only a few hours per day to the riddle. Within a month it becomes clear to any onlookers that something is wrong, they spend all their waking hours devoted to the cleater seefen. When their Wisdom is reduced to 0 they die. If someone finds and reads their scribbles, they must save against the cleater seefen as well. Beware this spell!


Range: 30 feet
Duration: 1d8 days
Saving throw: Wisdom

What they called the "Spiritul Plage" appears to be the ghost of a beetle or insect which appears crawling on the target. It is large, sometimes as large as a cat, and bears a strange weight, but objects pass through it. Belief in the gods will wane, the bearer of the beetle must make an additional Wisdom save or become atheist. Furthermore any divine spells cast within 15' of the beetle will not function. The bearer may make an additional Wisdom save each 24 hours to cure the plage, on failure there will be another ghost beetle. If five or more ghost beetles accrue they will begin to eat, each morning the target takes d20 damage per ghost beetle. This is abrupt and gory. Otherwise it may be removed by Remove Curse, Dispel Magic, or any spells which affect incorporeal beasts. It is not undead.


Time to cast: Bonus action
Range: Within hearing

This is a word of strengthening. Any inanimate object spoken to thus will be emboldened. It cannot be broken, and will be immune to charm or fear, though the object will forget quickly. The spell lasts only 1d4 rounds.


Time to cast: 10 minutes
Duration: Until the alanc is done, or half an hour

This spell must be cast on or adjacent to a body of water. As small as a pond or as large as the ocean. No basins or bowls, the alanc won't come. Within 1d6 turns the alanc comes from the other waters, or perhaps its shadow. It is so large the entire body of water is obscured, all that can be seen is the alanc, and its eye. It speaks with the language of fish. It knows the movement and location of all fish, it knows of things lost in water, it knows deep currents, it is befriended of the king of the blue elves, it also knows what happens in the sky above water, but only as if from a distance. It will answer one question. If preferred it will swallow something, it won't give it back. The alanc won't come more than once a week, if cast again within a week a gift is required, make a Charisma check DC 20, gold will lower the DC by 1 per 100gold worth.


Saving throw: Constitution
Duration: 1 hour, by Concentration

The plonting cloud emerges from a mirror, it is green as brass, it makes coils and tendrils, it is low to the ground and crouches, they say that it fears the sky and desires to dance. And it is slow, it creeps only 10 feet per round. A creature ensnared by the plonting cloud will stay with it as if the cloud were their shadow, and follow it where it goes. Furthermore they will not remember anything that occurs while they are within the plonting cloud. Otherwise they will act according to their normal nature.. There are drawbacks. The plonting cloud will not move under the sky. It will not enter a room where there is a goat or other hooved creature and it will obey hooved demons. Otherwise, the plonting cloud will understand and follow specific instructions to the best of its ability. It has the attitude of a particularly intelligent cat and it fills an area 20 feet wide.


Six aurars come. They are clad in silver cloths that hang from their heads and cover their whole bodies. A singing is around them but it is not them that are singing. It is like the ringing of bells. The aurars are capable of opening closed things, each aurar will open a way that is closed. Something as small as a lock or as large as a canyon blocked. It can be done in an eyeblink, and then the aurar leaves. If it is an allegorical way that needs to be opened (such as a secret found or a person compelled to speak) the caster must convince the aurar, a Charisma check DC 20 is baseline, at failure the aurar simply leaves. The aurars will remain until their duty is done, but beg for scraps of food, it is important that the food already be partially eaten, they will take it up under their cloths and suck. If the cloths are attempted to be removed they will be angry and no longer come until apology is made. In combat they are weak, if an aurar is slain, they will come no longer. There are only six.


Duration: 1 minute
Range: 30'

This conjures a skein of silvery and delicate thread which appears as a net or tangle in the hands of the caster, though it does not tangle them. It may be thrown once at a target as a spell attack, if it hits the target is restrained for the duration of the spell. The net then tightens, it slices through armor, dealing 4d10 damage per round this way. The target may make a Strength or Dexterity saving throw each round to escape the enstalice.


Duration: 1 minute
Range: Touch
Component: Any dagger

This will turn a dagger into the Stige Dling, the cruel knife of Yek the Sorcerer. Dull green and blue, larger than others, it can see in the dark, the caster does not need to see his target. It deals d20 damage, attacks as a magic weapon, and makes a critical hit on a 17, 18, 19, or 20. However if it leaves the caster's grasp it will turn to dust, and when the spell finishes it melts into slag.


Duration: 1 round
Range: 100'
Saving Throw: None

Pope Furno uttered the Comenthon of Prost in the Yelling Square to a crowd of 5000, but the Comenthon was taken and no one heard it. This spell causes his command to discharge. The caster automatically speaks a lengthy religious treatise at length in the voice of Pope Furno, but in the space of one round. Clerics, priests, paladins, and divine spellcasters that hear it automatically stop what they are doing to listen, any action they are taking that round is interrupted. Under normal circumstances they will then treat the caster as a Cha 20 cleric of level equal to the spellcaster's level, under hostile circumstances they will fear and loathe the caster above all others. As a side effect to the spell, 4d6 monkeys will gather within the day and inhabit the area until they grow bored.


Duration: Permanent until used
Target: One creature touched

A small blessing. The target must declare that they would like to use the monsen, and whatever is done next, 20 friendly mice will appear and assist. They act as well as their can according to their abilities, they will gladly die for the monsen. They stay for an hour or until the declared act is done.


Conjures a scink somewhere within 30'. It will try to run away, but if caught and immediately eaten, the eater will heal 10 hit points and recover a lost spell slot, level 1.


Duration: 1 hour
Range: 100'
Target: One creature
Saving throw: Wisdom

Causes the target to be able to move only closer to the closest corner of whatever room it is in. Any movement it decides to take must bring it closer to the corner. When it reaches the corner it may make another Wisdom saving throw, and if it fails it may not depart until the spell is complete.


This is just a failed spell. If you cast it, roll on the list of mishaps below.

1.Head and hands fall off, still function
2.Massive wound, take 8d6 damage immediately
3.Magical EMP, all magical effects within 100' are dispelled, items don't work for 1d6 minutes
4.You throw up
5.Summon random monster, it is hostile to you
6.Fly up 60' per round, spell fails after 1d6 rounds

With 1000 gold and plenty of time and space for research, the spell can be retooled. After a month of experimentation, roll on the table below to see what it ends up as.

1. Gatling Laser: 10d6 damage in a 60' cone, save for half damage, if 40 or more damage a random limb is severed
2. Waves of Pleasure: Intense full body orgasm in a 60' cone, incapacitated for 1d6 rounds, no save
3. Spell Vacuum: Sucks up and stores a target spell within 60', which can then be recast elsewhere within 1 minute. Can be cast as a reaction.
4. Gravity Slide: Causes target's gravity to switch 90 degrees for 1 hour.
5. Summon random monster ally of level = caster level.
6. Summon Full Moon: A full moon appears in the sky for 8 hours.

It will work only once before failing again.


Saving Throw: None
Area: A circle 60' wide
Range: 120'

What they call the cloud appears as a general malaise. All within the vicinity simply lose 1 point of their Wisdom, Charisma, and Intelligence scores. Those affected are unable to muster joy or humor for the duration, though they will not notice this.


Range: Extends from the caster's hand up to 400'
Casting time: 1 round per 10' created
Duration: 10 minutes

Sreeat creates a strong, straight bar up to 400' long but less than an inch wide. It is always circular in thickness and made of dark metal. One at a time creatures may walk on it, that person who walks upon it will be unable to fall off, no matter the strength of wind or compulsion forced upon them, or how absurd the acrobatics. If they attempt to jump they will be unable. But if another steps upon the bar, it will buck, and all will be thrown off.


Range: 120'
Duration: 8 hours, or until commanded, after which the cloud will last for 10 rounds
Saving Throw: Constitution

There is an exhale of crackling smoke on the ground and when it clears there is a silver orb, slightly fattened, like a fat pancake. This is the glasp. It is toxic, if touched, even through gloves or metal, it deals 4d6 poison damage per round. The glasp is said to despise elves and gnomes, any elf or gnome within 60' of the glasp will suffer 1d6 Strength and Constitution damage one time. A saving throw is allowed. As an action the caster is able to utter a command which causes the glasp to expire, when this is done it cracks and a yellow metal oozes out. It will create a stinking yellow cloud that expands outward at a rate of 10' per round until it is 100' wide and 100' high, it is opaque and cannot be breathed, those within it must hold their breath, if they inhale they are poisoned for 3d6 Strength and Constitution damage (Saving throw for half). Those who survive this say they have heard the glasp's cruel laughter, like an unkind child.


The blenss is a small savory pastry. It is delicious to eat, though at the center sleeps a winged insect, similar to a cicada or locust. If freed from the blenss, the insect will unerringly follow a path deeper into the ground, until it can go no further, whereupon it will lay eggs and die. Typically, these eggs will shortly fade away, as they exist partly in another realm, perhaps the realm of shadow, but if they remain and hatch the maggots may be used to replace any organic spell component. Regardless, if the insect inside the blenss is eaten, thr eater will recall a fond memory belonging to their most hated enemy. This strange spell creates d4 blenss.


Duration: 1 year

This spell conjures slime from the Bline Ons, an evil swamp. The slime can be thrown up to 60', where it lands will grow mosses, algae, and slime molds, at a rate of 10' per day, until it fills an area up to one kilometer wide. The air is humid, fog hangs in the air, at night there are shrieking bats, during the day there are invisible cats. Demons within the Bline Ons will be comforted and will seek to remain and will always speak the truth. Curses cast within the Bline Ons will have their duration doubled. Saving throws against enchantments will be made at disadvantage. After one year exactly all within are transported back to the true Bline Ons.


Duration: Permanent
Range: Touch
Saving Throw: None, although if the object is magical or sentient it may be granted a Charisma saving throw

This spell must be cast upon an object made of stone, whereupon it seeks to return to the place it was taken from the earth. It will move along the ground at speed 30', with a Strength score of 16 +2 per size category over tiny (small, medium, large, huge, gargantuan, colossal, as usual). When it reaches the place it will be at peace again.

Sunday, September 17, 2017

Here's the random encounter table for this dungeon

Basically roll on this every 10 minutes they're in the prison and every time they make some especially loud noise or just dawdle for a really long time. When they overcome an encounter, cross it off and write a new one. That's what the lettered encounters are.

1. the slime dragon HP ?? AC ?? Attacks ?? Special Attack SLIME BREATH, damage unknown Damage reduction ?? Movement 5' Special Movement: extend a slime pseudopod up to 60' and whip its entire body that length in an instant
2. d20 drunk prison guards. they jokingly arrest and imprison the players, haha!
2a. same prison guards, now sober. They are escorting a new prisoner, he is a blue-skinned meditating man floating in a pink crystal orb. The guards are very nervous and cranky and want to get to the inn. When they see the PCs they go, “Hey! Take this fellow to the cages in the big room. We’ve got work to do.” They are bristling with steel, and among them is MID SERGEANT ROBER LORB, who out-ranks the PCs by one (he has a badge to show it). If they don’t follow his orders he’ll report them to TALTRATH YRBICORN, who will write them up for insubordination. THE PRISONER: is COSEY NIO. As soon as he is alone he escapes his cell and gets added to the encounter list here, where he immediately flees anyone who sees him.
2b Cosey Nio. HP 30 AC ?? Speed 40, can blink 40' as a reaction when hit Attacks ?? Spells encountered: EXCEPTIONAL KNIFE: a giant glowing blue force-knife whirls around him for 10 rounds. Anyone within 10’ or who starts their turn there takes 4d6 force damage (DEX save 20 for half) and is pushed out of the area. If concentration is broken, the knife goes shooting off in a random direction, damaging everyone in its path, and shatters at the end in a 20’ radius explosion.
3. d4+1 prison knights. HP ?? AC Plate mail and shield attacks: Halberd, Longbow, shackles, nets, torches, ?? movement 30 They mistake the players for an escaped prisoner and arrest them.
3a. ??
4.  an escaped prisoner is sneaking! stalking him is a ghoul, who will catch and eat him in d6 turns. Ghoul: HP 12 AC 12 Bite+5 1d6+1 and Con save DC 15 or ?? Movement 30 Special movement ??
4a. ??
5. ??
6. ??
7. ??
8. ??
9. d20+8 HUNGRY AND CUNNING DOGS. As level 3 thieves. HP 12, AC 13, Bite +5 1d4+1 and sneak attack 2d6. Thieves skills: ?? Movement 30
9a. ??
9b. ??
9c. DOGS LEAD SOMETHING HORRIBLE YOUR WAY: barking and yipping, the room floods with dogs that run away as fast as possible, hot on their tail is: 1. the dragon 2. ?? 3. ?? 4. ??
9d. ??
9e. ??
9f. THE DOGS HATE YOU: at the next NPC encounter, there are a few of these dogs there hanging out with the locals. when the PCs engage, the dogs make threatening noises, and the NPCs immediately begin to hate and distrust the PCs. All charisma checks made at -5.
10. Lantern out of oil! It goes out.
10a. ??
11. Hungry! Eat or become fatigued
12. ??
13. Next room is a blessed or ??? room
14. Nothing
15. Nothing
16. Nothing
17. Nothing
18. The witch HOPE (a wretched crone) is searching for a demon head. She will answer one question in exchange for a taste of blood and a fond memory. HP ?? AC ?? Movement ?? Attacks ?? Spells ??
18a. ??
19. d4+1 dark-knights. they carry anti-torches that prevent normal light from functioning. HD 5 Fighters AC 18 2 Attacks +6 1d8+2/1d8+2 Movement 30
19a. d4+1 dead dark-knights. their anti-torches are nearby.
20. a LORD OF CHANGE  in the shape of a rotting, feathered man with a vulture’s head and a rotting wood staff accompanied by ??d?? cultists of urizen. DEMON: HP ?? AC ?? Special Defenses ?? Attacks ?? Special Attacks ?? Movement ?? Special: 1/round at random: 1. Room is now underwater 2. ?? 3. ?? 4. Polymorph into ?? or Elderly 5. ?? 6. ?? 7. ?? 8. ??

When under the influence of HORSEHEAD, 50% chance any of these encounters is replaced by d20 glowing radioactive skeletons. HP 5 AC 11 Attack: Claw +5 1d4+1, also 1d6 damage per round to all within 15’, if a player takes 6 damage at once this way they gain a random mutation.

Good luck!